Let me know if you have any problems.
Timers (Plugin) - What It Finally Got An Update?!? |
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Timers (Plugin) - What it finally got an update?!?
Timers has been updated with Relic +2/+3 and some other stuff from the last year+. ATM COR Dyna Dagger is not added and I hard coded the RDM JSE Necks to be NQ 15%, HQ+1 20%, HQ+2 25% instead of not including them since they've been out a year.
Let me know if you have any problems. Offline
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Where can I find this glorious updated file?
Best news ever. Thanks for your hard work.
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Posts: 218
link to the file please ?
I had to turn Timers off in Windower then exit, delete Timers.dll, then re-enable Timers in Windower to get the new file.
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Posts: 218
thx worked, old file was 543k, now its 676k
(still dreadspike timer is wrong should be 3 minutes , not 30 secondes ) zigzagzig said: » thx worked, old file was 543k, now its 676k (still dreadspike timer is wrong should be 3 minutes , not 30 secondes ) Edit: Pushed a fixed resources. Sylph.Subadai said: » I had to turn Timers off in Windower then exit, delete Timers.dll, then re-enable Timers in Windower to get the new file. Offline
Posts: 218
You Sir rock...... thank's a lot ^^ Fixed
Pushed a new one to fix Composure caps SE re-added and some other minor stuff.
I just pushed an update for all the merit changes that happened in the last few months. It really only affects RDM Enhancing Duration when it comes to Timers. I also had missed adding DNC Relic +2/+3 legs to Jig timer and fixed some of the duration listed which was wrong in it and on the wiki.
Luacore also got a bump to understand the new merits also. I probably won't post anymore when I update timers again but since the RDM changes happened only a few days after updating it figured I let you guys know this time. So since the previous update all pup maneuvers are listed as fire maneuver.
Inconsequential, but weird. is that still going to be a thing? Asura.Eiryl said: » So since the previous update all pup maneuvers are listed as fire maneuver. Inconsequential, but weird. is that still going to be a thing? There were others things that did this before I updated such as Quick Draw would say Fire Shot always and SCH strats would say one of the JAs instead of Stratagems. Asura.Chiaia said: » I just pushed an update for all the merit changes that happened in the last few months. It really only affects RDM Enhancing Duration when it comes to Timers. I also had missed adding DNC Relic +2/+3 legs to Jig timer and fixed some of the duration listed which was wrong in it and on the wiki. Luacore also got a bump to understand the new merits also. I probably won't post anymore when I update timers again but since the RDM changes happened only a few days after updating it figured I let you guys know this time. Thanks dude I honestly don't know offhand lol. It may have been the name of the last maneuver you used. Or generic "maneuver"
The last time I used pup (and I know it wasn't fire maneuver) was sept 2018 lol Chiaia was the following issue with reverse colouring ìn buffs/custom Windows fixed?
Thanks! https://www.ffxiah.com/forum/topic/53865/issue-with-timers-v37423#3443915 Asura.Eiryl said: » I honestly don't know offhand lol. It may have been the name of the last maneuver you used. Or generic "maneuver" The last time I used pup (and I know it wasn't fire maneuver) was sept 2018 lol Asura.Sechs said: » Chiaia was the following issue with reverse colouring ìn buffs/custom Windows fixed? Thanks! https://www.ffxiah.com/forum/topic/53865/issue-with-timers-v37423#3443915 I'm on my honeymoon in the US atm so no, can't post pics lol, sorry. Problem is an oooold issue that timers faced many times in the past when Iryoku (??) and others where maintaining it.
How can I explain it better? Hmmm... Keep in mind I'm talking about text mode, not the graphical mode. In this mode there are three possible status (high, mid, low) for text in the three windows (buffs, custom, Recast) There's a lot of stuff you can do but the most common is assign a colour to each of those statuses and timers will color the text from high through mid to low with the colours, order and ‰ values you set. Problem is atm the sorting order is fine for Recast window but reversed for custom and buffs. For example I set high to white, mid to yellow, low to red. In the Recast window my text starts white, becomes yellow at 25% and red at 10% (numbers are just an example, I don't remember the exact thresholds) For buffs and custom though it starts as red, then becomes yellow and finishes as white. See what I mean? It's reversed, just for custom and buffs. The settings in the xml are shared, there's no separate stuff according to the window. Ok I think I get it and you're not or maybe you are the first person to bring this up and it does the same thing in Graphics Mode. Someone posted about this on github and Timers is working as intended as per our talk in dev chat a few months ago.
High: Red, Mid: Yellow, Low: Green Say it's some timers for Protect V. I just casted it this would be Red as a Recast timer because it was just casted and there is a "bunch" of time before I can cast it again (which is a negative thing/high amount of time left before I can cast again). But as for the Buff Timer it would be Green because it has a "bunch" of time before it expires (a positive thing/low amount of time has been consumed). As the Recast Timer gets closer to 0 it will turn green because it's a positive thing/low amount of time before I can cast again but as the Buff Timer gets lower it would turn red because it's a negative thing/high amount of time has been consumed. Does this make sense to you and just to make sure it's what your are talking about? Ok I'm back from my trip!
Chiaia your approach kinda does make sense but I was using these values in a different way all this time. Let's avoid using colours since they are customizable and everyone can set whatever they want. Let' use "High", "Mid" and "Low". Each of these status corresponds to a colour, doesn't matter which. For me these statues are related to when the specific timer was created. No matter if it's a "time left for buff to expire" a "custom timer" or a "time until JA is available again". I want my timers, all of them, to go from High to Mid to Low in this order, starting at High, then Mid, then Low when the correspondant % are reached. Atm I'm getting this reverted, it goes High>Mid>Low for the "Recast" window, but it goes "Low>Mid>High" for the Buffs and Custom windows. I want all windows to behave the same way. Not sure if it makes any more sense now :x In the settings file make it look like this:
<RecastLowToHigh>true</RecastLowToHigh> <BuffsLowToHigh>true</BuffsLowToHigh> <CustomLowToHigh>true</CustomLowToHigh> By default it's this: <RecastLowToHigh>true</RecastLowToHigh> <BuffsLowToHigh>false</BuffsLowToHigh> <CustomLowToHigh>false</CustomLowToHigh> I believe this is what you want. You might want them all false. I forgot which order you said and am lazy to reread. Oooh, I didn't have these settings my my XML >___>
Adding those 3 lines seem to have fixed everything, thank youuuu! <3 I'm guess your windower install is very old then. you may want to just delete/backup ur settings file and reload timers so it makes a new settings file because there may be other settings that don't show up. that you may like
Asura.Chiaia said: » I'm guess your windower install is very old then. you may want to just delete/backup ur settings file and reload timers so it makes a new settings file because there may be other settings that don't show up. that you may like I created a completely new Timers XML, the only missing lines where the ones I mentioned before. I finally thoroughfully tested the functioning of the following lines Code <RecastLowToHigh> </RecastLowToHigh> <BuffsLowToHigh> </BuffsLowToHigh> <CustomLowToHigh> </CustomLowToHigh> Only the first line seems to be working. Second and Third do not. Whatever you put in there (true, false) the result is always the same, from "Low" to "Mid" to "High" Recast line is reversed (goes high to low when "True" and low to high when "false") but at least it works. |
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